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Posts from Hey, roads, dust, and fog.

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#31
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I would choose pirates – it’s so cool! My favorite! Except for M200, which is for FAST.
324183776, browser32 (skype)
Играю почти всегда - пишите =)
Мой twitch канал https://www.twitch.tv/browser32

Весна-осень 2011.

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#32
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For some reason, I'm not even surprised that everyone chooses the fast roads)))
It's easier to play with fast roads, no one argues with that, but we're talking about balance. And the same GM overhaul greatly improved it. The queue for roads.


In reply to KobRa_RR
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#34
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KobRa_RR
For some reason, I'm not surprised that all the luckies choose fast roads)))
It's easier to play with fast roads, no one is arguing that, but we are talking about balance. And the same Mage Guild rebuild added a lot to it. Queue for the roads

Then queue for replacing one-ways, and roads have nothing to do with balance, nor with the "simplicity" of the game.

Once again, I'll explain my position in simple terms:

When the game is played on medium roads—you take a warrior from the 1st week as your main, fear nothing, go to the treasure zone, then to the 2nd, rebuild the Mage Guild, take Dragon Utopia—and only then, when you've gathered everything you need—do you go into battle. That's dull.

On fast roads, contact happens significantly more often before control and various things like own-castle (KSH) appear; hit-and-runs and "dummy" battles start to matter more in the game, and magic heroes become useful.

Yes, on fast roads it depends on who got a better start. But the difference can often be corrected by a clever battle with dummies. On medium roads, it's much more about who got what in their own treasure zones; logisticians become simply indispensable, and that cannot be fixed by anything. Which is more balanced is certainly debatable, but for me personally, stupidly hoarding treasures until you're blue in the face is not the most interesting part of Heroes. That's why I'm for fast roads.
http://heroes3.tv/aiwe
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#35
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I'll add my vote for Aive again. Although I used to always predict middle-tier heroes for HL+U. But that was mainly because of the Warlock, it's a completely different game.
http://ru.twitch.tv/lizard_wt
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#36
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The road network is always better for one of the players compared to the other. For example, on 6lm10a, red often has an excellent network of forks in the adjacent zone, while blue often has either a tunnel or off-road terrain. Now answer this: who gets everything working in their favor with a double modifier, and who has that modifier at 1? I agree to play only on fast settings against anyone who supports them, but on the condition that they always play as the blue side. Let them somehow mark this in their nickname, so I don’t have to clarify every time.
ICQ: 564224919
In reply to Toganash
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#37
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Toganash
The road network is always better for one of the players compared to the other. On the same 6lm10a, red often has an excellent network of forks in the adjacent zone, while blue frequently gets either a tunnel or off-road terrain. Now tell me, for whom does everything go in the positive with a double coefficient, and for whom is that coefficient 1? I agree to play only on fast maps with everyone who supports them, but on the condition that they always play as the blue color. Let them mark it somehow in their nickname, so I don't have to clarify every time.

Most of my games happen to be as the blue color ) True, on the CIS [server] it came back to bite me, but the roads didn't really matter there. If you play with replacement, in most cases you can normally break into the treasure zone on the first [week], which is also acceptable.
http://heroes3.tv/aiwe
In reply to Aiwe
#38
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Aiwe

And it's not about reducing the game time, where did you even read that? You obviously made it up. The point is that the game progresses more dynamically.
Well, actually, I was reasoning in general and wasn't picking on any particular post.
Today, we are unlikely to find a consensus, because there are two types of Heroes players. The first ones like to play with fast-paced strategies because it's exciting, a rush, etc., and I understand them perfectly. The second ones like to play long games with resource accumulation, where they can always retreat and gain an advantage somewhere around turn 200, even if things didn't go well initially. Honestly, it's a matter of taste, and we are unlikely to achieve a single, unified position. But constantly replacing one-sided units with XL units in all tournaments is a change that needs to be accepted as soon as possible.
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#39
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I prefer medium-speed maps with a high level of difficulty, as the strategy for the game can be adjusted depending on the map layout. A skilled player can rush in situations where a less experienced player would play more conservatively, or vice versa. The randomness of the map layout increases the dependence of the outcome on the player's skill level. This also applies to maps with a high level of difficulty. Jebus is an exception, as there is only one strategy for the game. On maps with a difficulty level of 200, you can play without fast maps, similar to high-level difficulty maps, where players don't use slow maps.
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
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#40
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I also support replacing one-way maps! That’s why there aren’t any frustrating games in HotA on 6LM10A, unlike in SoD, because someone stubbornly refused to exit the one-way map...
ICQ 669307560

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#41
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Fast roads are not suitable for Spider and 8x12a maps, as the highest chance of encountering an opponent is in the second week. Also, these templates have many villages, and fast roads increase the chance of traveling from one city to another in one turn, so I prefer to play these templates only on medium difficulty. I also support replacing one-way roads on the 8x12a map.

For 6lm10a and 8mm6a, I prefer to use medium-speed roads. One-way roads on these templates often help avoid early encounters. A free passage between large zones of the fork in the form of a one-way road can prevent an early encounter, as can a one-way road to the central treasure on 8mm6a. A one-way road can allow you to buy time.

UTC+03:00, icq 593626431
In reply to Palach HP
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#42
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Palach HP
Well, actually, I was speaking in general terms and wasn't picking on any particular post.
Today, we're unlikely to find a consensus because there are two types of Heroes players. The first group likes to play with fast-paced strategies because it's exciting, it's a rush, etc., and I understand them perfectly. The second group likes to play late-game strategies with resource accumulation, where they can always retreat and gain an advantage somewhere around turn 200, even if things didn't go well initially. Honestly, it's a matter of taste, and we're unlikely to reach a single, unified position. But constantly replacing one-sided strategies with XL strategies in all tournaments is a change that needs to be accepted as soon as possible.

Well said, especially about one-sided strategies. :smile20:
http://heroes3.tv/aiwe
In reply to Juristis
#43
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Juristis
The randomness of the paths increases the dependence of the result on the player's skill level.
Sorry, Danya, but that sounds like utter nonsense.
discord: LuckyF#3482
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#44
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LuckyF
Sorry, Danya, but it sounds like utter nonsense.
Yes, yes, and I also think that obelisks and their guards, which block roads, are also a useful thing, as the ability to defeat this guard with the least amount of losses is an indicator of skill. But few people understand and share my thoughts. :smile05:
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
In reply to Nitro
#45
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Nitro
I agree with all the points, especially regarding the overuse of fast roads on XL+U maps.
I support that.
ICQ-685884492